Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 9 / 10% |
| Size | small |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 2 on the 76th Pyre 122nd year of Ascendancy at 14:03 0 / 5Killed by skeleton archer at level 6 on the 4th Mirth 122nd year of Ascendancy at 22:59 Killed by skeleton archer at level 6 on the 4th Mirth 122nd year of Ascendancy at 23:59 Killed by The Shade at level 7 on the 2nd Flare 122nd year of Ascendancy at 12:46 Killed by fire drake hatchling at level 9 on the 10th Dusk 122nd year of Ascendancy at 21:41 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 30 (base 24) |
| Constitution | 22 (base 21) |
| Magic | 12 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 22 (base 18) |
Resources
| Life | -19/307 |
| Stamina | 94/129 |
| Healing Factor | 1 |
| Regeneration | 12.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 36 |
| Crit Chance | 20% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 36 |
| Crit Chance | 19% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19.2 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| Physical | +3% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 23.75 |
| Ranged Defense | 26.25 |
| Fatigue | 0 |
| Physical Save | 12.075 |
| Spell Save | 9.275 |
| Mental Save | 21.3875 |
Defense: Resistances
| Lightning | 14%( 70%) |
| Cold | 28%( 70%) |
| All | 3%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 72 life. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 118 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
Equipment
| On feet | miner& miner&Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +2 Ranged Defense: +3 Fatigue: +1% A pair of boots made of leather. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | mindwoven linen wizard hat of frost (+15%) (1 def, 0 armour) mindwoven linen wizard hat of frost (+15%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% cold Changes damage: +10% cold Mindpower: +2 Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe of the badger (dig speed 18 turns) iron pickaxe of the badger (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
| On hands | sand rough leather gloves (0 def, 6 armour) sand rough leather gloves (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage when the wearer hits(melee): 5 physical Changes damage: +3% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | steel dagger (9-11.7 power, 6 apr) steel dagger (9-11.7 power, 6 apr)Requires: - Dexterity 16 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
| Main armor | enlightening rough leather armour of the sky (4 def, 2 armour) enlightening rough leather armour of the sky (4 def, 2 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +2 Fatigue: +6% Changes stats: +3 Dex / +1 Cun / +2 Wil Changes resistances: +11% lightning / +11% cold Mental save: +10 A suit of armour made of leather. |
| In off hand | iron dagger of disruption (5-6.5 power, 5 apr) iron dagger of disruption (5-6.5 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage against: +5% Undead / +5% Construct Sharp, short and deadly. |
| Cloak | linen cloak of the hunt (1 def, 0 armour) linen cloak of the hunt (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Fatigue: -5% Maximum life: +40.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 5.2 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 47% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Arezilabar ArezilabarPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Damage when the wearer hits(melee): 2 temporal Allows you to breathe in: water See invisible: +18 Amulets can have magical properties. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
ash totem of thorny skin [power 16] (20 cooldown) ash totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to hardens the skin for 6 turns increasing armour by 16 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of cure poisons [power 1] (14 cooldown) quick elm totem of cure poisons [power 1] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 14 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
The damage shield reflects 4 damage back to Fire drake hatchling!
Amira hits fire drake hatchling for 36 physical, 6 physical, 16 physical, 6 physical damage (total 60.91).
Fire drake hatchling hits Amira for 0 fire, 0 fire damage (total 0.00).
Fire drake hatchling misses Amira.
Amira hits fire drake hatchling for 1 physical damage.
Talent Dual Strike is ready to use.
Amira performs a critical strike!
Amira hits fire drake hatchling for 64 physical damage.
Amira killed fire drake hatchling!
Fire drake hatchling hits Amira for 0 fire, 0 fire damage (total 0.00).
Amira uses Infusion: Regeneration.
Amira starts regenerating health quickly.
The damage shield reflects 27 damage back to Fire drake hatchling!
Fire drake hatchling hits Amira for 0 physical damage.
Talent Infusion: Healing is ready to use.
Talent Dirty Fighting is ready to use.
The shield around Amira crumbles.
Amira uses Dual Strike.
Fire drake hatchling starts to bleed.
Fire drake hatchling&LASTLASTUID:1468:0aaaaaaLASTaaaaaaLASTaaaaaaLASTaaaaaaLASTLASTUID:137194:0LIGHT_REDLASTLIGHT_REDLASTLASTLAST
